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Main - ROM Hacking - SMB 2 to Doki doki panic progress New thread | New reply


Kiokuffiib11
Posted on 07-04-10 07:14 AM (rev. 3 of 07-05-10 08:34 PM) Link | Quote | ID: 132622


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I"ve made major progress on the ROM.

This isn't one of those slop shoot semi change the graphics. This is going to be a total overhaul of SMB 2 to be like Doki doki panic where the good parts lie.

Sou far I have changed:

Grass to black. (Left it animated),

Potion to lamp,

Characters (Still need to work out a few things),

The title on the intro screen to have the Doki doki panic kanji, and a few other things there,

Shell turned to the proper mask,

Mushrooms to masks,

Health mushroom to a heart,

Characters on the contributor screen (at the end) have their Japanese names now (Need to fix this again),

Imajin's pic at the end fixed,

character names at the end changed correctly to the Doki Doki panic names including Mamu.

Changed the gate

------------------------------------------------------------------------------------------------

Now my problems I'm having (I hope you guys can help.)

One: Luigi's legs. They kick. Where in the hex do you turn that off, and what value do you insert to do sou?

Two: The underground music, how do I get the speed to be like the Doki Doki panic's speed? I think it's several values changed.

Here are the locations: 0x0094CD ~ 0x00955F - Music Data for Underground


Three: How can I make the one up sound :

0x005061 - Sound a 1-up makes
$8266-828D = 1UP sound
0x008276 ~ 0x00829D - Sound Effect data for 1-Up grab
(That's all my info on that part)

Into the crystal grab music:

0x009094 - Music Header for Crystal won


Four: If you look at the name table when you open the rom at: 21B0,,, I want to know where that character is stored in the rom. It's not with the rest of the characters on the main screen. I want to use it to put credit, but, it's originally a blank space on the rom, and it's not with all the other characters. I've looked, and tried everything in the vacinity.

Five: Lina's head seems to have a white square above it. I think it's something to do with the way I did her sprite. I may have to redo it. But it's there except if I duck, or climb with her. I've looked at all the sprites and don't see the square there anywhere. It's directly above her head, and doesn't fill the 16x16 space completely.


If anyone can help with any of this, I'd greatly appreciate it.

I hate to bother you guys with this, but I seriously AM trying to make this rom good.


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Trelior
Posted on 07-04-10 08:29 AM Link | Quote | ID: 132625


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I don't mean to sound like a killjoy or anything, but what would be the point in doing this? I mean, I can understand wanting to see if you could reverse engineer what Nintendo did when they localized the game, but I'm at a loss for finding a reason beyond that.

Despite my possible misunderstanding of your purpose, I'll try to help.

The only thing I can think of that I could give an opinion on, which the solution is probably something you already tried, but in Point 5, you said about a strange white space above Lina's head... Have you tried looking at your edit to the TSA? It's possible that it's there because of a slipped up mouse click or something.

Kiokuffiib11
Posted on 07-04-10 08:39 AM (rev. 2 of 07-04-10 08:40 AM) Link | Quote | ID: 132626


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I think number 5 is a leak on the sprite.

SMB 2 uses like a leak technique to fill in the eyes. I think something like that's happening.

I'm gonna adjust it I think.

And the reason for doing this, is to take SMB 2 and bring it back to what it SHOULD be.

And Doki Doki panic is NOT the same, because it's lacking alot of things.

Animations, and alot of features included in the SMB 2 engine.

I've heard it many times, the argument of just playing Doki Doki panic, but, seriously, it's not the same. Try playing Doki Doki panic for the Famicom, then play SMB 2. Soak in everything on both games. Especially the lack (And bad 2 frame Albatross animations) on Doki Doki panic. The lack of running, The seizure inducing waterfalls on Doki doki panic to name a few. Then the Animation of the grass moving on SMB 2, the smooth albatross to name a few advantages. You'll see then why I'm doing this.

It's a total new experience.

I like Doki Doki Panic's stuff, it's just, lacking sou much. It would take even more of an overhaul to fix it in the FDS format. And on top of that, the disk switching is kind of annoying.

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NightKev
Posted on 07-04-10 08:55 AM Link | Quote | ID: 132628


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So SMB2 is much more than just a graphics swap? Huh...

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Hamtaro126
Posted on 07-04-10 10:47 AM Link | Quote | ID: 132631


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Posted by Kiokuffiib11
I"ve made major progress on the ROM.

If anyone can help with any of this, I'd greatly appreciate it.

I hate to bother you guys with this, but I seriously AM trying to make this rom good.



Look on Data crystal, as with ASM and MUSIC:

1: Choose a basic 6502 assembler

2: Code yourself a MUSIC program/converter with your favorite programming language on your current PC, such as C++ or C# (MML or MUSICXML is a good opinion for music)

3: It's proven that SMB2's music is a variant of SMB3's music format (Jasp said so), and nothing else.

4: Learn how to code your own (or hack into) ASM and MUSIC/SFX as well as formats.

5: Use the unused graphics to make more of the player
(For replacement of the 1-UP depending on player, Use the certain old, unused Albatross reminants at the end of each player CHR-ROM page)

6. DDP Ending: Applys to ASM. May need IDA Pro at least.

7. Recommended for 2 different animation speeds, use Sunsoft 5-B (Mapper Hacking) to split Animation to use 2 copies of animation engina along with a Mapper and CHR Switch hacks, Can also handle ROM or RAM $6000

And Finally, If also doing 7, Download Disch's Mapper Documents at ROMHacking.net, It should be useful.

____________________
Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

Kiokuffiib11
Posted on 07-04-10 04:53 PM (rev. 4 of 07-04-10 05:50 PM) Link | Quote | ID: 132633


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Wow! Most if not all of those suggestions are WAY above my level.

I can't program. I know a little bit about rom hacking, but I'm by no means that advanced.

I can mostly follow along with what you said, but, how to do it, that's way above my level.

Edit: Okay, I'm checking these out one by one here:

MusicXML is the next step, but I did find this:

"
Note length tables:
$8F00-8F0C = $03,03,04,04,06,09,08,08,0C,12,18,24,30
$8F0D-8F1A = $03,04,05,04,07,0A,09,0A,0E,15,1C,2A,38,0B
$8F1B-8F27 = $04,04,05,06,08,0C,0B,0A,10,18,20,30,40
$8F28-8F36 = $04,05,06,06,09,0D,0C,0C,12,1B,24,36,48,0E,03
$8F37-8F43 = $05,05,07,06,0A,0F,0D,0E,14,1E,28,3C,50
$8F44-8F51 = $05,06,07,08,0B,10,0F,0E,16,21,2C,42,58,11
$8F52-8F5f = $06,06,08,08,0C,12,10,10,18,24,30,48,60,02
$8F50-8F6D = $06,07,09,08,0D,13,11,12,1A,27,34,4E,68,14
$8F6E-8F7C = $07,07,09,0A,0E,15,13,12,1C,2A,38,54,70,03,04
$8F7D-8F8A = $07,08,0A,0A,0F,16,14,14,1E,2D,3C,5A,78,17
$8F8B-8F97 = $08,08,0B,0A,10,18,15,16,20,30,40,60,80
$8F98-8FA5 = $08,09,0B,0C,11,19,15,16,22,33,44,60,88,1A
$8FA6-8FB2 = $09,09,0C,0C,12,1B,18,18,24,36,48,6C,90

___________________________

Note: NSF to Midi should be appropriate to view and convert with OpenMPT and/or Skale tracker. Or if you have a MIDI editor or such.
"

I'm not sure if that'll do anything, but the musicXML might be able to work with this.

I've not downloaded it yet.

IDA pro has to do with file restoration, I'm not sure how that would help with the ending.

I also downloaded the mapper docs, but, they talk about changing Megaman 1-2 to Mega man 3, which are 2 different sound engines.

It's semi related, but, I have detailed documents on the music engine however. I just am not understanding how the speed works.

I think that the info I have is a little incorrect on the sound engine.

I have a few parts that are saying the same thing is 2 different things.

Edit 2: How do you use the MusicXML program. The only XML file in there opens a description file in Microsoft works, and, that's the only file I can get to work there, aside from the licence.html

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Hamtaro126
Posted on 07-05-10 08:59 AM (rev. 2 of 07-05-10 09:01 AM) Link | Quote | ID: 132649


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Posted by Kiokuffiib11
How do you use the MusicXML program. The only XML file in there opens a description file in Microsoft works, and, that's the only file I can get to work there, aside from the licence.html


As I said, Code a converter for it, Or you can see info from Jasp's MusicXML inserter for SMB3/Reuben. It is archived somewhere in the board with source code!

The MusicXML to MIDI converter (or any other program) is terrible on NSF2MIDI generated MIDIS, because NSF2MIDI is crap, So maybe using a MIDI composer helps with it

____________________
Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

Kiokuffiib11
Posted on 07-05-10 06:55 PM (rev. 10 of 07-11-10 05:57 AM) Link | Quote | ID: 132661


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However, I don't know any programming languages.

If you run the rom, and then open the hex editor in the program, While it's running, 1e12 Changes the tempo.

The original values on speeds are:

6E = Dungeon
28= Outside
1B= Title

Sou now I need to figure out what speed is right.

Doki Doki speeds are:

11 = Dungeon
09 = Outside
00 = Title

Sou they don't correspond.

I'm gonna have to figure this out.

The dungeon is located at: 907C in a hex editor. (Not in the in game hex editor)

10EC in the NSF file.

0E would be a very close value to Doki Doki Panic's dungeon I think.
----------------------------------------------------------------------------------------------

Now for the left overs:

One: Luigi's legs. They kick. Where in the hex do you turn that off, and what value do you insert to do sou?

Two: The underground music, how do I get the speed to be like the Doki Doki panic's speed? I think it's several values changed.

Here are the locations: 0x0094CD ~ 0x00955F - Music Data for Underground


Three: How can I make the one up sound :

0x005061 - Sound a 1-up makes
$8266-828D = 1UP sound
0x008276 ~ 0x00829D - Sound Effect data for 1-Up grab
(That's all my info on that part)

Into the crystal grab music:

0x009094 - Music Header for Crystal won


Four: If you look at the name table when you open the rom at: 21B0,,, I want to know where that character is stored in the rom. It's not with the rest of the characters on the main screen. I want to use it to put credit, but, it's originally a blank space on the rom, and it's not with all the other characters. I've looked, and tried everything in the vacinity.

Five: Lina's head seems to have a white square above it. I think it's something to do with the way I did her sprite. I may have to redo it. But it's there except if I duck, or climb with her. I've looked at all the sprites and don't see the square there anywhere. It's directly above her head, and doesn't fill the 16x16 space completely.

(Edit: I think I have Five Taken Care of)


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Main - ROM Hacking - SMB 2 to Doki doki panic progress New thread | New reply

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